Game program and game machine

ABSTRACT

Game program is comprised of a procedure for setting a block arrangement space  20  having a plurality of block locations  20   a  so as to correspond to each character, a procedure for instructing to insert a skill block  21  corresponding to a skill into said block arrangement location  20   a , a procedure for computing and judging as to whether or not there is a collision between an instructed position of the skill block to be inserted and the skill block already inserted into the block arrangement space and for informing a player of the collision if any, and a procedure for displaying a state of arrangement of the skill blocks in the block arrangement space.

TECHNICAL FIELD

[0001] This invention relates to game program and a game machine forsetting a skill of a character appearing in a game with a block imagerepresented on a display, having a predetermined size.

BACKGROUND ART

[0002] In a well-known conventional game, such as a role-playing gameand an adventure game, a character appearing in the game is furnishedwith various kinds of skills, such as arms, a guard, special power, andfights against an enemy character with the power given by the skillowned by the character so as to develop the scenario.

[0003] In such a game program, the number of the skills to be equippedis determined in advance for each category of the skill, such as arms, aguard, an accessory and special power, and the player can not furnish acharacter with the skills over the number determined for each category.

[0004] When installing the skill, the player simply mechanicallyarranges the skill which was obtained in an event at a positiondetermined in advance by the program, thereby decreasing the fun of thegame.

[0005] With the above-mentioned conventional game program, but, it isimpossible to diversify the power of a character, and it is inevitableto standardize the contents of the game to a degree. The fun of the gamewill be greatly improved if the player can be provided with some fun atthe time of the installation of the skill.

[0006] Then, the developments of the game program and a game machine fordiversifying a power of a character by allowing to combine skills witheach other irrespective of a category thereof, and for providing aplayer with fun of a puzzle at the time when installing the skill havebeen desired.

DISCLOSURE OF INVENTION

[0007] According to one aspect, the invention is game program forgetting a computer to execute the following procedures, comprising:

[0008] a block arrangement space setting procedure, for setting a blockarrangement space having a predetermined shape (such as a cube) in apredetermined memory, said block arrangement space being set in avirtual space so as to correspond to each character, and having aplurality of block arrangement locations;

[0009] a skill block insertion arrangement procedure, for instructing toinsert a skill block corresponding to said skill of said character insaid block arrangement location inside said block arrangement space asan object in said virtual space through an instruction of a controllerof said computer;

[0010] a collision judgment procedure, for computing and judging as towhether or not there is a collision between a position of said skillblock to be inserted, which was instructed by said skill block insertionarrangement procedure and said skill block already inserted into saidblock arrangement space, and for informing a player of said collision ifany;

[0011] a block arrangement space representation procedure, for producinga picture showing an arrangement state of said skill block in said blockarrangement space (such as the picture of the memory cube 20 as shown inFIG. 4), and displaying said produced picture on a display; and

[0012] a character representation control procedure, for furnishing saidcharacter with power corresponding to a skill defined by one or moreskill blocks which were arranged in said block arrangement space, forexerting said power corresponding to said furnished skill in a gameworld, and for producing a picture of said character exerting said powerand displaying it on said display.

[0013] In this case, the skill block corresponding to the skill withwhich the player expects to furnish the character is arranged in theblock arrangement space having a predetermined shape without a collisionwith the other skill blocks already arranged in the block arrangementspace, so that an optional category of skill can be inserted in thebounds of the block arrangement space so as to set the skill, therebydiversifying the power of the character.

[0014] Besides, the collision judgment procedure computes and judges asto whether or not there is the collision between the position of theskill block to be inserted, which was instructed by the skill blockinsertion arrangement procedure and the skill block already insertedinto the block arrangement space, and informs the player of thecollision, if any, so that it is necessary for the player to arrange theskill block in the block arrangement space without the collision,thereby providing the player with the fun of a puzzle when installingthe skill.

[0015] According to one aspect of the invention, said skill block has aplane shape, and said block arrangement space is set as a plane spacewhere a plurality of said skill blocks can be arranged.

[0016] In this case, the block arrangement space and the skill block canbe dealt with the plane two-dimensional shape, thereby decreasing theburden of computing processing of the CPU. Besides, it is convenientwhen applying the invention to a two-dimensional game which basis is asprite.

[0017] According to one aspect of the invention, said skill block has athree-dimensional shape, and said block arrangement space is set as athree-dimensional space where a plurality of said skill blocks can bearranged.

[0018] In this case, the block arrangement space and the skill blockhave the cubical three-dimensional shapes, thereby improving the fun ofa puzzle at the time of the skill installation.

[0019] According to one aspect of the invention, said skill block isformed by combination of one or more block units (such as the shape asshown in FIG. 3), and a shape of said block unit corresponds to a shapeof said block arrangement location.

[0020] In this case, the shapes of the block unit and the blockarrangement location correspond with each other, so that the player caneasily recognize the arrangement state of the block units inside theblock arrangement space. Besides, the proper skill block can be modeledsince a basic unit is one block unit, and the combination of a pluralityof block units can be used.

[0021] According to one aspect of the invention, said block arrangementspace setting procedure has a procedure for setting an arrangementprohibitive location (such as the cubical space 20 a portion where thecore block 22 is arranged), where said skill block is impossible to bearranged, in a specific block arrangement location inside said blockarrangement space.

[0022] In this case, the arrangement prohibitive location can limit thepositions where the skill block can be arranged, thereby furtherimproving the fun of a puzzle at the time of skill installation.

[0023] According to one aspect of the invention, said arrangementprohibitive location is set in almost center of said block arrangementspace.

[0024] In this case, the arrangement prohibitive location is set atalmost center of the block arrangement space, so that the arrangementprohibitive location can give bigger influence to the arrangement of theskill blocks. Therefore, how to arrange the skill block directlyinfluences the skills of the character to be equipped, thereby furtherimproving the fun of a puzzle at the time of the skill installation.

[0025] According to one aspect, the invention is structured as a gamemachine having the above-mentioned features.

[0026] The number in parentheses shows the corresponding element in thedrawings for the sake of convenience, accordingly, the presentdescriptions are not restricted and bound by the descriptions on thedrawings.

BRIEF DESCRIPTION OF DRAWINGS

[0027]FIG. 1 is a block diagram of a game machine for home use to whichthe present invention is applied;

[0028]FIG. 2 is a view showing a memory cube;

[0029]FIG. 3 is a view showing skill blocks; and

[0030]FIG. 4 is a representation on a display at the time wheninstalling a skill.

BEST MODE FOR CARRYING OUT THE INVENTION

[0031] A game machine 1 as a computer has a CPU 2, main body of which isa microprocessor unit, as shown in FIG. 1. A ROM 4 and a RAM 5 which aremain memories are connected with the CPU 2 through a bus 3. An operatingsystem as program necessary for controlling the whole actions in thegame machine 1 and data necessary for its execution are written into theROM 4. Program and data for a game which are read out of a CD-ROM 6 as astorage medium through a CD-ROM reader 7 are written into the RAM 5. Anarea for temporarily storing various kinds of information necessary fora progress of a game is set according to the program read out of theCD-ROM 6 in the RAM 5. And, image data, which was read out of the CD-ROM6 and processed by the CPU 2, is also stored in a predetermined videoarea secured in the RAM 5. A RAM dedicated for display processing may beseparately provided. The game program may be supplied with asemiconductor memory, a DVD-ROM or any other storage medium in place ofthe CD-ROM 6.

[0032] An image processor 8 and a sound processor 9 are connected withthe CPU 2 through the bus 3. The image processor 8 reads picture datafrom the video area of the RAM 5 so as to write a game picture in aframe memory 10, and converts the written picture into a video signalfor displaying on a display 11 and outputs the converted withpredetermined timing. The sound processor 9 converts the sound data inthe CD-ROM 6 read out through the CD-ROM reader 7 into a predeterminedanalog signal so as to output through a speaker 12. The sound processor9 produces data of effective sounds or music sounds on receipt of aninstruction from the CPU 2, and converts the data into an analog signalso as to output through the speaker 12. Generally speaking, the display11 is a television receiver for home use and the speaker 12 is abuilt-in speaker of the television receiver.

[0033] A controller 14 and an outside memory 15 are attachably anddetachably connected with the bus 3 through an interface 13. Thecontroller 14 has operational members for receiving operations by aplayer, such as a cross key 14 a for inputting up, down, right and leftdirections and a push button switch 14 b. The controller 14 outputs asignal corresponding to the operations of the operational members 14 a,14 b at constant cycles (for instance, at 60 cycles per a second), andthe CPU 2 judges the operation state of the controller 14 on the basisof the signal. The outside memory 15 has a rewritable semiconductorstorage element which can memory, and data, such as one showing a stateof a progress of a game, are stored therein according to the instructionby a player. The outside memory 15 may be an element of a portable gamemachine, which is attachable to and detachable from the interface 13.

[0034] The CD-ROM 6 stores game program GPR, such as a role-playing gameand an adventure game. In such a game program, a character appearing inthe game obtains various kinds of skills, being dependent of adevelopment of the scenario and is equipped with such skills so as tohave power corresponding to a category of the skill, and the laterscenario is developed in such a state. That is, the skill of thecharacter can be set in such a game program.

[0035] When executing a predetermined initializing operation (power-onoperation, for instance) in the game machine 1, the CPU 2 firstlyexecutes predetermined initializing processing according to the programof the ROM 4. When finishing initialization, the CPU 2 starts to readthe game program GPR stored in the CD-ROM 6, and starts game processingaccording to the program. When a player operates the controller 14 so asto execute a predetermined game start operation, the CPU 2 startsvarious kinds of processes necessary for the execution of the gameaccording to the procedures of the game program GPR on the basis of theinstruction.

[0036] Thereafter, the game machine 1 executes predetermined processesaccording to the read game program GPR, controls to display a picture onthe display 11, and controls the predetermined scenario to proceed.

[0037] The character in a game world appearing by execution of the gameprogram GPR can obtain various kinds of skills, such as predeterminedarms, an item, a guard and special power, being dependent on thedevelopment of the scenario. In such a case, the player furnishes acharacter who obtained a skill or the other character with the obtainedskill by proper operation of the controller 14, referring to therepresentation on the display 11, and a power given to the skill can beadded to the character who the player furnished.

[0038] In such a case, the player instructs the CPU 2 to display a skillsetting picture on the display 11 through the operation of thecontroller 14 in order to equip a proper character who the playerexpects to equip with an obtained skill. Receiving this instruction, theCPU 2 reads out skill setting program SDP which is a sub-routine of thegame program GPR, and executes a skill setting operation on eachcharacter on the basis of the skill setting program SDP.

[0039] The skill setting program SDP instructs the CPU 2 to read out amemory cube 20 which shows setting state of skills of the character whomthe player instructed to set a skill. Receiving this instruction, theCPU 2 reads out the memory cube 20 for the character which is stored inthe outside memory 15, thereby storing in the RAM 5 and displaying onthe display 11, as shown in FIG. 4 for instance.

[0040] The outside memory 15 sets and stores data concerning the memorycube 20 of the character who finished skill setting by the player, ofall characters appearing in the game world produced by the game programGPR, for whom the skill setting is possible, by the skill settingprogram SDP, and information concerning the memory cube 20 of thecorresponding character is immediately read out through characterselection operation of the controller 14 by the player, so that thepicture of the memory cube 20 can be displayed on the display 11 on thebasis of this information.

[0041] The memory cube 20 is a space in the shape of a cube which isproduced on a virtual three-dimensional coordinate, as shown in FIG. 2.In FIG. 2, each side has three units of length. The memory cube 20 isdivided into equal twenty seven (27) parts in total by dividing eachside into three equal parts and dividing the cubical space into smallparts. That is, the memory cube 20 has twenty seven cubical spaces 20 a,each having a length of one unit. Block unit(s) 21 a comprising a skillblock 21 for giving a predetermined skill to the character can bearranged in each cubical space 20 a. Each block unit 21 a is an objectformed with a polygon or the like.

[0042] The memory cube 20 is like a case having a predetermined shape,to be used when giving a corresponding character a skill. The optionalskill block 21 can be arranged in the virtual space inside the memorycube 20 as long as it does not interfere with the other arranged skillblocks 21. And, the skill setting program SDP controls so as to give theskill corresponding to the skill block 21 stored in the memory cube 20to the character corresponding to the memory cube 20.

[0043] As already mentioned, twenty seven (27) cubical spaces 20 a aredefined in the memory cube 20. A core block 22 as a core space CS isarranged in advance in the cubical space 20 a which is at the center ofthe memory cube 20. The skill setting program SDP controls so that theplayer can not arrange the skill block 21 in the core space CS.Therefore, the core block 22 of the core space CS may be furnished withspecial skill for the corresponding character, such as basic power andbasic equipment, as a default value. In another embodiment, the corespace CS may not be at the center. And, the memory cube 20 may becomprised without the core space CS.

[0044] After displaying the memory cube 20 of the character who isexpected to be furnished with a skill on the display 11 through theoperation of the controller 14 by the player as shown in FIG. 4, theplayer operates the controller 14 so as to arrange the skill obtainedduring the game in the memory cube 20. The skill obtained by the playerin the game is any item in shape, such as a disc, a file, a crystal (Theitem which is defined as skill is referred to as “skill definition item”hereinafter.), and the item is converted into the skill block 21 byblock conversion program BTP which is a subroutine of the skill settingprogram SDP with the operation of the player through the controller 14.

[0045] That is, following attribute data are defined in the skilldefinition item.

[0046] a) system data showing a system of a skill

[0047] b) contents data showing contents of a skill

[0048] c) cube data showing number of cubical spaces to be consumed inthe memory cube 20 and the skill block shape

[0049] d) method of operating the controller 14 for getting a skill toappear.

[0050] These attribute data are stored in a skill definition item tableSDT in the game program GPR, corresponding to the respective skilldefinition items.

[0051] System data HD showing a system of a skill are as follows.

[0052] 1) attack system: various kinds of skills to be used whenattacking an enemy are defined therein. For instance, skills, such aspunch, kick, fighting being seated, two-sword fencing, magic, variouskinds of arms, and concrete name NAM of the technique, such as “straightpunch”, “hook” and “uppercut” concerning “punch” skill.

[0053] 2) defense system: various kinds of skills to be used whendefensing an attack from an enemy are defined therein. For instance,skills, such as a physical shield, a magic shield and time control, andconcrete technique name of these skills

[0054] 3) attribute change system: for changing the attribute of anenemy or an ally. For instance, the skill for changing “fire” attributewhich has an affinity against fire magic or fire attack, and “water”attribute which has an affinity against water magic or water attack, andconcrete technique name of these skills

[0055] 4) special system: skills, such as a mortal technique or specialtechnique, and concrete technique names of the respective skills

[0056] The above-mentioned system data HD can be optionally set whendefining each skill, and can be properly set according to a kind orstory contents of the game program GPR.

[0057] When convert the obtained skill definition item into the skillblock 21 by the block conversion program BTP, the skill definition itemtable SDT is read out, and the CPU 2 produces through the pictureprocessor 8 the appearance of the skill block 21 through which theplayer can easily recognize the system according to the system of theskill defined in the skill definition item and displays it on thedisplay 11.

[0058] On the surroundings of the skill block 21 which represents theattack system of skill as shown in FIG. 4 for instance, round patternsare attached, the defense system of skill, triangular patterns areattached, the attribute change system of skill, striped patterns areattached, and the special technique of skill, sand patterns areattached. Such display forms of the skill block 21 are exemplary, andvarious display forms, such as distinction with colors and change withbrightness are available when displaying the respective skill blocks 21by each system.

[0059] The display forms of the skill definition item on the display 11at the time of conversion into the skill block 21 are thus determinedaccording to the system of skill which defines the skill definitionitem. At the same time, the CPU 2 reads the cube data concerning theskill definition item out of the attribute data in the skill definitionitem table SDT by the block conversion program BTP, and judges thenumber of the cubical spaces 20 a which the skill block 21 consumes inthe memory cube 20, that is, the size of the skill block 21, and theshape of the skill block 21 on the basis of the cube data.

[0060] Various kinds of sizes and shapes of the skill blocks 21 whichare defined by the cube data are set according to the contents of theskill furnished to the character, as shown in FIG. 3. Any skill block 21has a shape obtained by the combination of one or more individual blockunits 21 a, and is formed so as to being arranged in the memory cube 20.

[0061] For instance, the skill block 21 in FIG. 3(a) has the size andshape obtained by combination of six block units 21 a in total so as tohave a flat plate shape, having two in a longitudinal direction andthree in a transverse direction, the skill block 21 of FIG. 3(b) has thesize and shape obtained by combination of nine block units 21 a in totalso as to have a flat plate shape, having three in a longitudinaldirection and three in a transverse direction, the skill block 21 inFIG. 3(c) has the size and shape obtained by combination of three blockunits 21 a in total so as to have a flat plate shape, having three in alongitudinal direction and one in a transverse direction, the skillblock 21 in FIG. 3(d) has the size and shape obtained by combination offour block units 21 a in total so as to have a flat plate shape, havingtwo in a longitudinal direction and two in a transverse direction, theskill block 21 in FIG. 3(e) has the size and shape obtained bycombination of two block units 21 a in total so as to have a flat plateshape, having two in a longitudinal direction and one in a transversedirection. Furthermore, the skill block 21 of FIG. 3(f) has the size andshape obtained by combination of five block units 21 a in total in thethree-dimensional direction, the shape being obtained by attaching twomore block units 21 a in the transverse direction to two faces of thebottom block unit 21 a of the skill block 21 of FIG. 3(c) which areadjacent to each other.

[0062] The CPU 2 refers to the attribute data of the skill definitionitem which is stored in the skill definition item table SDT on the basisof the block conversion program BTP, and produces an object model 21M ofthe corresponding skill block 21 on the virtual three-dimensional spaceon the basis of the system of skill and cube data which correspond tothe skill definition item, and displays the model 21M on the display 11together with the corresponding system data HD through perspectiveprojection and rendering, as shown in FIG. 4.

[0063] In case of FIG. 4, the system data HD is the attack system ofskill, and concrete technique names of the attack system arerepresented. On the lower hand of FIG. 4, the image 21M of the skillblock 21 which was converted from the skill definition item by the blockconversion program BTP is represented. The skill block 21 represented inFIG. 4 is one comprised of the individual block unit 21 a.

[0064] The other systems of skill, “defense”, “attribute change” and“special”, which can be selected to be represented through the operationof the controller 14 by the player, are displayed on the display 11. Theother system of skill is displayed similar to “attack” skill of FIG. 4by opening a window of the corresponding system of skill determined onthe skill definition item obtained by the player when converting thisitem into the skill block 21 by the block conversion program BTP. And,the skill block 21 already obtained by the player, which is stored inthe outside memory 15, is displayed in such a way that the playeroperates the controller 14 so as to instruct the CPU 2 to display andthen, the window of the corresponding skill is opened on the basis ofthe skill setting program SDP.

[0065] When the player instructs the CPU 2 to display detailedexplanation concerning the displayed skill through the further operationof the controller 14 after displaying the system data HD, technique nameNAM and object model 21M of the skill block 21 corresponding to theskill definition item which the player obtained in the game on thedisplay 11, the CPU 2 reads the contents data showing the contents ofthe skill and the method of operation the controller 14 for getting theskill to appear which are the corresponding attribute data out of theskill definition item table SDT and displays both on the display 11 asexplanation ED.

[0066] By doing so, the player can clearly understand the obtained skillthrough the skill definition item obtained by the player. Subsequently,the player refers to the memory cube 20 of the present characterdisplayed on the display 11, and determines at which spatial position inthe memory cube 20 the skill block 21 corresponding to the newlyobtained skill is arranged.

[0067] As already mentioned, twenty six (26) cubical spaces 20 aarranged around the core block 22, where the skill block 21 can beinstalled, are set in the memory cube 20, and the player can freelyarrange the newly obtained skill block 21 in the bounds where the newskill block does not collide with the already arranged one. As alreadymentioned, the skill block 21 corresponding to each skill has variouskinds of shapes by proper combination of the block units 21 as shown inFIG. 3. For this reason, the player arranges the new skill block 21 inthe space inside the memory cube 20, taking the arrangement of the skillblocks already located in the memory cube 20 into consideration,properly attaching or detaching the skill blocks 21.

[0068] When the player designates the optional cubical space 20 a in thememory cube 20 as a position where the new skill block 21 is to belocated by the controller 14 as shown in an arrow AR of FIG. 4, andinstructs the CPU 2 to insert the skill block 21 into the memory cube20, the CPU 2 reads out skill block arrangement judging program SBPwhich is a sub-routine of the skill setting program SDP, and computesand judges as to whether or not the skill block 21 designated to beinserted into the memory cube 20 by the player collides with the otheralready arranged skill blocks 21 and the core block 22 on the basis ofthe skill block arrangement judging program SBP.

[0069] More detailedly speaking, when the player instructs to insert theskill block 21 into the memory cube 20 through the controller 14, theCPU 2 computes and judges as to whether or not another skill block 21has been already arranged on one or more cubical spaces 20 a which wereinstructed to be inserted, that is, as to whether or not there is thearrangement of the empty cubical spaces 20 a, where the skill block 21,having the same shape as the skill block 21 which was instructed to beinserted, has not been yet arranged at the position inside the memorycube 20, on the basis of the skill block arrangement judging programSBP.

[0070] If there is the arrangement of the empty cubical spaces 20 a,where the skill block 21, having the same shape as the skill block 21which was instructed to be inserted, has not been yet arranged, at theposition inside the memory cube 20, the CPU 2 allows the instruction ofarrangement of the new skill block 21 through the controller 14, andarranges the object model of the skill block 21 at this position. And,an image, wherein the new skill block 21 was arranged on the position onthe memory cube 20 which was instructed by the player, is newly producedby picturing through the picture processor 8, and is displayed on thedisplay 11.

[0071] If there is not the arrangement of the empty cubical spaces 20 a,where the skill block 21, having the same shape as the skill block 21which was instructed to be inserted, has not been yet arranged, insidethe memory cube 20, it is impossible to arrange the skill block 21 inthe present state, so the skill block arrangement judging program SBPdisplays such message that it is impossible to insert the skill block 21into the memory cube 20, and displays a message on the display 11, whichinvites the player to produce the arrangement of the cubical spaces 20 ain which the skill block 21 is to be inserted by proper attachment ordetachment of the skill block 21 which has been arranged in the presentmemory cube.

[0072] Receiving this message, the player refers to the memory cube 20displayed on the display 11, and detaches one or more skill blocks 21which has been already arranged in the memory cube 20 so as to move theother cubical spaces 20 a inside the memory cube 20 or so as to storethe detached skill block 21 in a non-use skill block storage area (willbe described hereinafter) without inserting in the memory cube 20. Theplayer thus instructs the CPU 2 through the controller 14 to detach theskill block 21 in order to change the shape of the arrangement of thecubical spaces 20 a having no skill block 21 so that the arrangement ofthe cubical spaces 20 a corresponding to the skill block 21 to be newlyarranged can be formed. Whenever the player detaches and moves the skillblock 21 inside the memory cube 20 which has been already arranged, theskill block arrangement judging program SBP computes the condition ofthe arrangement of the empty cubical space 20 a inside the memory cube20, and computes and judges as to whether or not the new skill block 21can be arranged. If the ability of arranging the new skill block 21 wasjudged, the ability message is displayed on the display 11, and theimage, wherein the new skill block 21 was arranged at the position inthe memory cube 20 instructed by the player, is newly produced and isdisplayed on the display 22 through the picture processor 8.

[0073] While properly detaching the skill block 21 already arranged, theplayer may judge some skill block 21 detached from the memory cube 20not to be arranged in the memory cube 20 for a while. In this case, theskill block 21 is stored in the predetermined non-use skill blockstorage area of the outside memory 15 with the skill setting program SDPupon receipt of the instruction by the player through the controller 14.The skill block 21 stored in the non-use skill block storage area iscontrolled to be read out by the skill setting program SDP and to beenable to be arranged in the memory cube 20 whenever the player operatesthe controller 14.

[0074] The player thus finds the position inside the memory cube 20 forlocating the newly obtained skill block 21, having a feeling of solvinga puzzle by detaching the already located skill block 21 or moving thedetached to the other cubical space 20 a portion, thereby giving fun ofpuzzle game to the skill setting action for the character. Besides, moreskills can be obtained if each skill block 21 can be effectivelyinserted into the memory cube 20, so that the player can proceed withthe game, enjoying the skill installation action itself.

[0075] The system of the skill of the skill block 21 which is located inthe memory cube 20 is not a problem when locating the skill block 21.The skill, such as attack, defense, attribute change and specialtechnique, can be freely furnished in the bounds where the skill blockcan be stored in the memory cube 20 regardless of the category. Then,the degree of freedom of skill installation can be rapidly increased,and the skill can be set on each character, matching the player's taste,so that the fun of the game increases.

[0076] After the optional skill block 21 was located in the virtualspace inside the memory cube 20 without collision with another alreadylocated skill block 21 by the instruction of the player, the skillsetting program SDP computes all skills corresponding to all skillblocks 21 located inside the memory cube 20, and controls to give theskills to the character corresponding to the memory cube 20. Thereafter,the game program GPR controls the character to exert the skillcorresponding to the skill block 21 installed in the memory cube 20 inthe game world, and controls to display on the display 11.

[0077] In the above-mentioned embodiment, the memory cube 20 forlocating the skill blocks 21 which is the block arrangement space set soas to correspond to the character is defined as a space comprised oftwenty seven cubical spaces 20 a in total having three on each side.But, the shapes of the block arrangement space and the cubical space areoptional, and the block arrangement space may be a rectangularparallelepiped where each side has the different number of cubicalspaces 20 a, that is, the block arrangement locations, or may have theother solid shape. Besides, the shape of the cubical space may not be acubic, but may be a rectangular parallelepiped or a tetrahedron.Furthermore, the block unit comprising the skill block may havetwo-dimensional plane shape, such as a square and the other optionalplane shape, and the block arrangement space may be a square, arectangle or a plane space having a proper shape, for locating aplurality of skill blocks. In this case, the block arrangement locationsfor locating each skill block are formed in the block arrangement space,corresponding to each block unit (formed with a sprite).

[0078] Furthermore, the shapes and the sizes of the block arrangementspace, the block arrangement location, the skill block and the blockunit can be optionally set as long as the block arrangement space havinga predetermined shape is provided with the predetermined number of blockarrangement locations, and the skill block corresponding to the skill ofthe character is arranged at the block arrangement location in order toset the skill of each character.

[0079] In the above-mentioned embodiment, the CPU 2 is the game controldevice, and the combination of the CPU 2 and specified softwarecomprises various kinds of means of the game control device. But, atleast a part of such means may be replaced with a logical circuit. Theinvention may be comprised as the game system having various kinds ofscales in addition to one for home use.

INDUSTRIAL APPLICABILITY

[0080] A skill block corresponding to a skill which a player expects acharacter to be furnished is located in a block arrangement space havinga predetermined shape without a collision with the other skill blocks inorder to install optional category of skill in the bounds of the size ofthe block arrangement space, thereby diversifying the power of thecharacter. The game program for giving a fun of a puzzle to the playerat the time of installation of the skill is possible to be provided.

1. Game program for getting a computer to execute the followingprocedures, comprising: a block arrangement space setting procedure, forsetting a block arrangement space having a predetermined shape in apredetermined memory, said block arrangement space being set in avirtual space so as to correspond to each character, and having aplurality of block arrangement locations; a skill block insertionarrangement procedure, for instructing to insert a skill blockcorresponding to said skill of said character in said block arrangementlocation inside said block arrangement space as an object in saidvirtual space through an instruction of a controller of said computer; acollision judgment procedure, for computing and judging as to whether ornot there is a collision between a position of said skill block to beinserted, which was instructed by said skill block insertion arrangementprocedure and said skill block already inserted into said blockarrangement space, and for informing a player of said collision if any;a block arrangement space representation procedure, for producing apicture showing an arrangement state of said skill block in said blockarrangement space, and displaying said produced picture on a display;and a character representation control procedure, for furnishing saidcharacter with power corresponding to a skill defined by one or moreskill blocks which were arranged in said block arrangement space, forexerting said power corresponding to said furnished skill in a gameworld, and for producing a picture of said character exerting said powerand displaying it on said display.
 2. The game program according toclaim 1, wherein said skill block has a plane shape, and said blockarrangement space is set as a plane space where a plurality of saidskill blocks can be arranged.
 3. The game program according to claim 1,wherein said skill block has a three-dimensional shape, and said blockarrangement space is set as a three-dimensional space where a pluralityof said skill blocks can be arranged.
 4. The game program according toclaim 1, wherein said skill block is formed by combination of one ormore block units, and a shape of said block unit corresponds to a shapeof said block arrangement location.
 5. The game program according toclaim 1, wherein said block arrangement space setting procedure has aprocedure for setting an arrangement prohibitive location, where saidskill block is impossible to be arranged, in a specific blockarrangement location inside said block arrangement space.
 6. The gameprogram according to claim 5, wherein said arrangement prohibitivelocation is set in almost center of said block arrangement space.
 7. Thegame program according to claim 1, wherein said game program being agame program for getting said computer to further execute a skill blockproducing procedure, for producing said skill block as an object in saidvirtual space, having various shapes according to said skill beingfurnished to said character.
 8. The game program according to claim 7,wherein said game program being a game program for getting said computerto further execute a skill block displaying procedure, for displaying apicture of said skill block on said display by rendering said producedobject of said skill block.
 9. The game program according to claim 4,wherein said block unit has a cubic shape in said virtual space.
 10. Thegame program according to claim 4, wherein said block unit has arectangular shape in said virtual space.
 11. The game program accordingto claim 1, wherein said game program being a game program for gettingsaid computer to further execute a block conversion procedure, forconverting a skill definition item obtained by said player in said gameworld into said skill block corresponding to said skill defined saidskill definition item.
 12. The game program according to claim 11,wherein said game program being a game program for getting said computerto further execute a skill block rendering procedure, for producing saidskill block converted by said block conversion procedure so as to changerepresentation form of an appearance of said skill block according to asystem of said skill defined in said skill definition item.
 13. The gameprogram according to claim 11, wherein said game program being a gameprogram for getting said computer to further execute a first skill blockproducing procedure, for producing said skill block converted by saidblock conversion procedure so as to change a size of said skill blockaccording to said skill defined in said skill definition item.
 14. Thegame program according to claim 11, wherein said game program being agame program for getting said computer to further execute a second skillblock producing procedure, for producing said skill block converted bysaid block conversion procedure so as to change a shape of said skillblock according to said skill defined in said skill definition item. 15.A game machine with which a controller is connected, comprising: blockarrangement space setting means, for setting a block arrangement spacehaving a predetermined shape in a predetermined memory, said blockarrangement space being set in a virtual space so as to correspond toeach character, and having a plurality of block arrangement locations;skill block insertion arrangement means, for instructing to insert askill block corresponding to said skill of said character in said blockarrangement location inside said block arrangement space as an object insaid virtual space through an instruction of said controller; acollision judgment means, for computing and judging as to whether or notthere is a collision between a position of said skill block to beinserted, which was instructed by said skill block insertion arrangementmeans and said skill block already inserted into said block arrangementspace, and for informing a player of said collision if any; a blockarrangement space representation means, for producing a picture showingan arrangement state of said skill block in said block arrangementspace, and displaying said produced picture on a display of said gamemachine; and a character representation control means, for furnishingsaid character with power corresponding to a skill defined by one ormore skill blocks which were arranged in said block arrangement space,for exerting said power corresponding to said furnished skill in a gameworld, and for producing a picture of said character exerting said powerand displaying it on said display.